Wednesday, June 27, 2012

Maintenance Cycles

I'm becoming a big fan of the maintenance/taxation cycle in gaming. How in depth a GM goes will reflect how simulationist a game is. The first maintenance cycle I was ever introduced to and probably the one that the most gamers have heard of is the lifestyles in Shadow Run. It's pretty basic: every month you pay some money and you character lives. It's pretty much up the GM and player how much detail they want to go in on and whether not it ever even becomes relevent to the campaign.
Burning Wheel has another one. What's interesting about the Burning Wheel system is that they don't use money. They use resource dice which are used for purchasing things. This is actually a pretty good way of illustrating haggling as well. The other thing about BW is that cycle is flexible. They recommend doing it either monthly or seasonally, but the GM is free to set the taxation cycle as whatever he wants it to be and the book points out that altering the cycle will actually change the feel of the campaign, so that's a useful tool to have.

The World of Darkness has one, too. That is they have the background: resources. Based on how many points you have invested your character will receive either a monthly income or a one-time lump sum. It's pretty straight forward. I will also add, that while there are no specific rules governing it, I have seen resource dice added to social rolls before, these were typically done for haggling or bribery and any resource dice would be 'lost' until the next cycle.

However, for some reason, the idea of paying taxes is anathema to a gamer. They just don't want to do it. Now, it has been put forward that part of the reason for this is because we have to pay taxes in the real world and it's unpleasant enough that we don't want it included in our fantasies. That's fine, but I'm looking at something bigger. What I'm looking at is a system where everything matters.



My idea is this: You have a number of lifestyles and each of these has a cost (which I've left off because GM's will probably want to tier things to fit their specific games. And also has some effects. On top of this a percentage is calculated of the value all the major items that a hero owns: Weapons, armor, magic items, land, horses, anything else of spectacular value as determined by the GM. This amount will be compared to a scale and depending on where it falls on the scale will determine what kind of bonuses that a player receives. Paying more in taxes may give your hero more access to the king and demonstrate a greater buying power which actually helps you negotiate with other businessmen. What I'm trying to do is introduce a hated simulationist element and use it to really create the feeling of a real culture inhabited by real people who actually respond to your hero's wealth and power the way that I believe people really would.


Squatter: You are barely one step up from living on the street. You eat what you can, when you can with no guarantees of when your next meal will be or if it will even be safe to eat it. You sleep in different places, sometimes on the streets, sometimes squatting, sometimes in a common room, or a flop house. Your clothes are thread bare and you probably can't afford to replace them.

-5 to all social rolls
-5 to all checks v. extreme climate
-5 to wound tests
Extra: A hero who lives at a squatter is constantly exposed to sickness and the elements. As a squatter, a hero must make a fortitude test every cycle or risk contracting a terrible illness (think the plague , cholera, or typhoid)


Laborer: As a laborer you are in the lower, but working, class. If you are lucky enough to own your own home or rent a house, you can bet it's in a bad neighborhood. You might rent a room at a boarding house or a small apartment. Your clothes are well worn and you can only replace them sparingly. Your meals are spartan, but wholesome, and give you the strength to keep working.

-2 to all social rolls
-2 to all tests v. extreme climate
-2 to all wound tests


Middle Class: As a member of the middle class you might have any number of jobs. You might be a senior laborer or possibly an overseer (manager). You could be an artisan or craftsman, such as a smith or baker. Your clothes are in good condition and can be replaced when need be. You eat well, though not extravagantly. You may own a small house or rent a decent apartment.

No modifiers.


Merchant Class: As a merchant, you run a larger business than just a smithy or bakery. You may be in the caravan trade or importing and exporting goods by sea. You dress nicely and eat well. You have sufficient seasonal clothing as well.


+2 to all social rolls
+2 to all rolls v. extreme climate
+2 to wound checks.


Low noble: You live at the level of a knight or possibly a baron. You live in a nice house or lavish apartment. Your clothes are nice and you dine well on high quality foods. It is likely that you keep a housekeeper on staff.


+3 to all social rolls
+3 to tests v extreme climates
+3 to all wound tests


Middle Noble: You live at the level of a Count or Viscount. You might live in a large house, lavish apartment, or a private estate. You may even have access to a second home. Your clothes are very fine and fashionable and can be replaced regularly. You dine well at every meal and like throw or attend feasts on the major holidays.
+4 to all social rolls
+4 to all tests v. extreme climates
+4 to all wound tests


High noble: You like at the level of a Duke. You live in a very fine or home or in an extremely lavish apartment or a large villa or estate. Your home is maintained by housekeepers and groundskeepers. Your clothes are the latest fashions and can replaced at your whim. You eat the best foods and are well fed at every meal.


+5 to all social rolls
+5 to all tests v. extreme climates
+5 to all wound tests

Royalty: You like like the heir or rule of a kingdom. You live a life of luxury. You wear the cutting edge of fashion, sometimes wearing a garment only once before discarding it. You dine sumptuously and likely can throw major feasts 4-5 times per year. Your home, whether a lavish house, apartment, or villa is fully staffed with servants or slaves and you have 1 or 2 personal attendants (squire, valet, courtesan, or concubine). You also have a good horse to your name or a small coach.

+6 to all social rolls
+6 to all tests v. extreme climates
+6 to all wound tests

Dependants:
Spouse: +25%
Child: +10% per child



The maintenance cycle.

Note above that the price was given per day. It is not my intent to have the heroes doing their scutwork every single day. Rather, this is done so that a maintenance cycle can be set. Typically this would be done either weekly, monthly, or seasonally. Though, annually or any other period of time can be set.
So, if you set the cycle at a week, you'll just take the daily cost and multiply it by 5.
Maintaining your gear!

Gear needs to be cleaned and maintained. Handles need to be retooled and armor needs to have its straps re-stitched. Horses have to be re-shod and the list goes on and on.
Players must track (GMs may also want to track this as well) the value of all weapons, armor, horses, barding, magic items, and other 'high value items' (this can be set by the GM). The hero must pay 5% annually. This is a combination of maintenance and taxation. It is an annual 5%, but it can be broken down to fit the maintenance cycle. Example: In a weekly cycle you would determine your 5% value and then divide that by 52.
Eventually, I'll include my own economy and the scale that determines what the taxation 'bonuses' are. My economy is vastly different because I based it on the penny: literally. A friend of mine (Tom) started running a game years back using physical money. He bought fake U.S. Currency from the dollar store, gold coins from the party supply store, and plastic beads for gems from the craft store. Then he started an economy where a beer was 1-5 pennies depending on size and quality and a decent night's sleep at an inn was a quarter. A sword was 85 cents and a shield was 100. Armor was very expensive and magic items weren't traded much at all. I really liked this idea and followed suit. If you want to do the same it's not hard. It will cost less than 50 dollars if you do it right. That's about 25 at the dollar store, 10 at the party supply store, and another 15 at the craft store. For me and the people that I've played with in these games: it's totally worth the investment. Compare it to the cost of a gaming book and you'll find it might be the best investment you ever make in gaming. It adds a whole new level of to it, the first time you open up a shoe box full of actual coins rather than being read numbers.


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